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Unity 2021 Cookbook

Unity 2021 Cookbook

By : Matt Smith, Shaun Ferns
5 (10)
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Unity 2021 Cookbook

Unity 2021 Cookbook

5 (10)
By: Matt Smith, Shaun Ferns

Overview of this book

If you are a Unity developer looking to explore the newest features of Unity 2021 and recipes for advanced challenges, then this fourth edition of Unity Cookbook is here to help you. With this cookbook, you’ll work through a wide variety of recipes that will help you use the essential features of the Unity game engine to their fullest potential. You familiarize yourself with shaders and Shader Graph before exploring animation features to enhance your skills in building games. As you progress, you will gain insights into Unity's latest editor, which will help you in laying out scenes, tweaking existing apps, and building custom tools for augmented reality and virtual reality (AR/VR) experiences. The book will also guide you through many Unity C# gameplay scripting techniques, teaching you how to communicate with database-driven websites and process XML and JSON data files. By the end of this Unity book, you will have gained a comprehensive understanding of Unity game development and built your development skills. The easy-to-follow recipes will earn a permanent place on your bookshelf for reference and help you build better games that stay true to your vision.
Table of Contents (15 chapters)
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2
Responding to User Events for Interactive UIs
3
Inventory and Advanced UIs
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6
2D Animation and Physics
13
Advanced Topics - Gizmos, Automated Testing, and More
15
Virtual and Augmented Reality (VR/AR)

Revealing icons for multiple object pickups by changing the size of a tiled image

Another approach that could be taken to show increasing numbers of images is to make use of tiled images. The same visual effect as in the previous recipe can also be achieved by making use of a tiled gray star image with a width of 400 (showing four copies of the gray star icon) behind a tiled yellow star image, whose width is 100 times the number of stars collected.

If the yellow-starred image is less wide than the gray-starred imaged beneath, then we'll see gray stars for any remaining locations. For example, if we are carrying 3 stars, we'll make the width of the yellow-starred image 3 x 100 = 300 pixels wide. This will show 3 yellow stars and reveal 100 pixels; that is, 1 gray star from the gray-starred image beneath it.

To display gray and yellow star icons for multiple object pickups using tiled images, let's adapt our recipe to illustrate this technique:

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